Cleanup: double promotion
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8ddaa6a4e2
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4c38d84e73
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@ -84,10 +84,11 @@ void DRW_globals_update(void)
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/* Grid */
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UI_GetThemeColorShade4fv(TH_GRID, 10, ts.colorGrid);
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/* emphasise division lines lighter instead of darker, if background is darker than grid */
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UI_GetThemeColorShade4fv(TH_GRID,
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(ts.colorGrid[0] + ts.colorGrid[1] + ts.colorGrid[2] + 0.12 >
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ts.colorBackground[0] + ts.colorBackground[1] + ts.colorBackground[2])
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? 20 : -10, ts.colorGridEmphasise);
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UI_GetThemeColorShade4fv(
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TH_GRID,
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(ts.colorGrid[0] + ts.colorGrid[1] + ts.colorGrid[2] + 0.12f >
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ts.colorBackground[0] + ts.colorBackground[1] + ts.colorBackground[2]) ?
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20 : -10, ts.colorGridEmphasise);
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/* Grid Axis */
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, ts.colorGridAxisX);
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, ts.colorGridAxisY);
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@ -102,10 +103,10 @@ void DRW_globals_update(void)
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ts.sizeLampCircleShadow = ts.sizeLampCircle + U.pixelsize * 3.0f;
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/* M_SQRT2 to be at least the same size of the old square */
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ts.sizeVertex = ceil(UI_GetThemeValuef(TH_VERTEX_SIZE) * M_SQRT2 / 2.0f);
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ts.sizeFaceDot = ceil(UI_GetThemeValuef(TH_FACEDOT_SIZE) * M_SQRT2);
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ts.sizeVertex = ceilf(UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f);
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ts.sizeFaceDot = ceilf(UI_GetThemeValuef(TH_FACEDOT_SIZE) * (float)M_SQRT2);
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ts.sizeEdge = 1.0f / 2.0f; /* TODO Theme */
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ts.sizeEdgeFix = 0.5f + 2.0f * (2.0f * (MAX2(ts.sizeVertex, ts.sizeEdge)) * M_SQRT1_2);
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ts.sizeEdgeFix = 0.5f + 2.0f * (2.0f * (MAX2(ts.sizeVertex, ts.sizeEdge)) * (float)M_SQRT1_2);
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/* TODO Waiting for notifiers to invalidate cache */
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if (globals_ubo) {
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@ -101,7 +101,7 @@
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#ifdef USE_PROFILE
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#include "PIL_time.h"
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#define PROFILE_TIMER_FALLOFF 0.1f
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#define PROFILE_TIMER_FALLOFF 0.1
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#define PROFILE_START(time_start) \
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double time_start = PIL_check_seconds_timer();
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@ -113,7 +113,7 @@
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/* exp average */
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#define PROFILE_END_UPDATE(time_update, time_start) { \
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double _time_delta = (PIL_check_seconds_timer() - time_start) * 1e3; \
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time_update = (time_update * (1.0f - PROFILE_TIMER_FALLOFF)) + \
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time_update = (time_update * (1.0 - PROFILE_TIMER_FALLOFF)) + \
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(_time_delta * PROFILE_TIMER_FALLOFF); \
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} ((void)0)
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@ -3081,15 +3081,15 @@ static void DRW_debug_gpu_stats(void)
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sprintf(stat_string, "GPU Memory");
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draw_stat(&rect, 0, v, stat_string, sizeof(stat_string));
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sprintf(stat_string, "%.2fMB", (float)(tex_mem + vbo_mem) / 1000000.0);
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sprintf(stat_string, "%.2fMB", (double)(tex_mem + vbo_mem) / 1000000.0);
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draw_stat(&rect, 1, v++, stat_string, sizeof(stat_string));
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sprintf(stat_string, " |--> Textures");
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draw_stat(&rect, 0, v, stat_string, sizeof(stat_string));
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sprintf(stat_string, "%.2fMB", (float)tex_mem / 1000000.0);
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sprintf(stat_string, "%.2fMB", (double)tex_mem / 1000000.0);
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draw_stat(&rect, 1, v++, stat_string, sizeof(stat_string));
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sprintf(stat_string, " |--> Meshes");
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draw_stat(&rect, 0, v, stat_string, sizeof(stat_string));
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sprintf(stat_string, "%.2fMB", (float)vbo_mem / 1000000.0);
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sprintf(stat_string, "%.2fMB", (double)vbo_mem / 1000000.0);
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draw_stat(&rect, 1, v++, stat_string, sizeof(stat_string));
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/* Pre offset for stats_draw */
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@ -680,7 +680,7 @@ void DRW_draw_cursor(void)
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immAttrib3fv(wpos, co);
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for (int i = 0; i < segments; ++i) {
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float angle = 2 * M_PI * ((float)i / (float)segments);
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float angle = (float)(2 * M_PI) * ((float)i / (float)segments);
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float x = f10 * cosf(angle);
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float y = f10 * sinf(angle);
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@ -496,7 +496,7 @@ static void OBJECT_engine_init(void *vedata)
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e_data.grid_settings[1] = grid_res; /* gridResolution */
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e_data.grid_settings[2] = grid_scale; /* gridScale */
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e_data.grid_settings[3] = v3d->gridsubdiv; /* gridSubdiv */
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e_data.grid_settings[4] = (v3d->gridsubdiv > 1) ? 1.0f / log(v3d->gridsubdiv) : 0.0; /* 1/log(gridSubdiv) */
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e_data.grid_settings[4] = (v3d->gridsubdiv > 1) ? 1.0f / logf(v3d->gridsubdiv) : 0.0f; /* 1/log(gridSubdiv) */
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}
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}
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@ -1147,7 +1147,7 @@ static void DRW_shgroup_lamp(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl
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size[0] = size[1] = blend; size[2] = 1.0f;
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size_to_mat4(sizemat, size);
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translate_m4(sizemat, 0.0f, 0.0f, -1.0f);
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rotate_m4(sizemat, 'X', M_PI / 2.0f);
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rotate_m4(sizemat, 'X', (float)(M_PI / 2));
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mul_m4_m4m4(spotblendmat, shapemat, sizemat);
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if (la->mode & LA_SQUARE) {
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@ -168,7 +168,7 @@ static void rect_transform_draw_interaction(
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uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
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glLineWidth(line_width + 3.0);
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glLineWidth(line_width + 3.0f);
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immBegin(GWN_PRIM_LINE_STRIP, 3);
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immAttrib3f(color, 0.0f, 0.0f, 0.0f);
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@ -457,15 +457,15 @@ static void manipulator_rect_transform_modal(
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mpr->matrix_offset[3][1] = data->orig_offset[1] + valuey;
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}
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else if (mpr->highlight_part == ED_MANIPULATOR_RECT_TRANSFORM_INTERSECT_SCALEX_LEFT) {
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mpr->matrix_offset[3][0] = data->orig_offset[0] + valuex / 2.0;
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mpr->matrix_offset[3][0] = data->orig_offset[0] + valuex / 2.0f;
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scale[0] = (dims[0] * data->orig_scale[0] - valuex) / dims[0];
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}
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else if (mpr->highlight_part == ED_MANIPULATOR_RECT_TRANSFORM_INTERSECT_SCALEX_RIGHT) {
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mpr->matrix_offset[3][0] = data->orig_offset[0] + valuex / 2.0;
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mpr->matrix_offset[3][0] = data->orig_offset[0] + valuex / 2.0f;
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scale[0] = (dims[0] * data->orig_scale[0] + valuex) / dims[0];
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}
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else if (mpr->highlight_part == ED_MANIPULATOR_RECT_TRANSFORM_INTERSECT_SCALEY_DOWN) {
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mpr->matrix_offset[3][1] = data->orig_offset[1] + valuey / 2.0;
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mpr->matrix_offset[3][1] = data->orig_offset[1] + valuey / 2.0f;
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if (transform_flag & ED_MANIPULATOR_RECT_TRANSFORM_FLAG_SCALE_UNIFORM) {
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scale[0] = (dims[1] * data->orig_scale[0] - valuey) / dims[1];
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@ -475,7 +475,7 @@ static void manipulator_rect_transform_modal(
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}
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}
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else if (mpr->highlight_part == ED_MANIPULATOR_RECT_TRANSFORM_INTERSECT_SCALEY_UP) {
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mpr->matrix_offset[3][1] = data->orig_offset[1] + valuey / 2.0;
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mpr->matrix_offset[3][1] = data->orig_offset[1] + valuey / 2.0f;
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if (transform_flag & ED_MANIPULATOR_RECT_TRANSFORM_FLAG_SCALE_UNIFORM) {
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scale[0] = (dims[1] * data->orig_scale[0] + valuey) / dims[1];
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@ -317,7 +317,7 @@ static void dial_draw_intern(
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}
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}
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angle_ofs += M_PI;
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angle_ofs += (float)M_PI;
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}
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}
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@ -366,7 +366,7 @@ static void manipulator_dial_draw(const bContext *C, wmManipulator *mpr)
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copy_v3_v3(clip_plane, rv3d->viewinv[2]);
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clip_plane[3] = -dot_v3v3(rv3d->viewinv[2], mpr->matrix_basis[3]);
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clip_plane[3] -= 0.02 * mpr->scale_final;
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clip_plane[3] -= 0.02f * mpr->scale_final;
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glEnable(GL_CLIP_DISTANCE0);
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}
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@ -55,7 +55,7 @@ static void imm_draw_circle(Gwn_PrimType prim_type, const uint shdr_pos, float x
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{
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immBegin(prim_type, nsegments);
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for (int i = 0; i < nsegments; ++i) {
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const float angle = 2 * M_PI * ((float)i / (float)nsegments);
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const float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
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immVertex2f(shdr_pos, x + rad * cosf(angle), y + rad * sinf(angle));
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}
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immEnd();
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@ -99,7 +99,7 @@ static void imm_draw_disk_partial(
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float rad_inner, float rad_outer, int nsegments, float start, float sweep)
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{
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/* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */
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const float angle_start = -(DEG2RADF(start)) + (M_PI / 2);
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const float angle_start = -(DEG2RADF(start)) + (float)(M_PI / 2);
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const float angle_end = -(DEG2RADF(sweep) - angle_start);
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nsegments += 1;
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immBegin(prim_type, nsegments * 2);
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@ -141,7 +141,7 @@ static void imm_draw_circle_3D(
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{
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immBegin(prim_type, nsegments);
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for (int i = 0; i < nsegments; ++i) {
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float angle = 2 * M_PI * ((float)i / (float)nsegments);
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float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
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immVertex3f(pos, x + rad * cosf(angle), y + rad * sinf(angle), 0.0f);
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}
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immEnd();
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@ -221,8 +221,8 @@ void imm_draw_cylinder_fill_normal_3d(
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{
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immBegin(GWN_PRIM_TRIS, 6 * slices * stacks);
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for (int i = 0; i < slices; ++i) {
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const float angle1 = 2 * M_PI * ((float)i / (float)slices);
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const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices);
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const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
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const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
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const float cos1 = cosf(angle1);
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const float sin1 = sinf(angle1);
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const float cos2 = cosf(angle2);
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@ -272,8 +272,8 @@ void imm_draw_cylinder_wire_3d(unsigned int pos, float base, float top, float he
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{
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immBegin(GWN_PRIM_LINES, 6 * slices * stacks);
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for (int i = 0; i < slices; ++i) {
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const float angle1 = 2 * M_PI * ((float)i / (float)slices);
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const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices);
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const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
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const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
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const float cos1 = cosf(angle1);
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const float sin1 = sinf(angle1);
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const float cos2 = cosf(angle2);
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@ -309,8 +309,8 @@ void imm_draw_cylinder_fill_3d(unsigned int pos, float base, float top, float he
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{
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immBegin(GWN_PRIM_TRIS, 6 * slices * stacks);
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for (int i = 0; i < slices; ++i) {
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const float angle1 = 2 * M_PI * ((float)i / (float)slices);
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const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices);
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const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
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const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
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const float cos1 = cosf(angle1);
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const float sin1 = sinf(angle1);
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const float cos2 = cosf(angle2);
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